Setting up a scene w marker talking, not working - help?

Post » Mon Jun 01, 2015 4:59 am

I'm trying to get an NPC to speak (while not anywhere near you, and disabled) ala Meridia speaking to you when you pick up Meridia's Beacon from a chest. From what I can tell, it places a normal XMarker, with Stores Text and a display name, at the chest. When you get the beacon, it will play the scene - first moving the XMarker to the PC, and then playing the scene. In the scene, the actor speaking is the XMarker, but the Speaker for the info is the NPC, post processing required is checked, and the audio output override is set to SOMDialogue2D (not required, makes the voice travel farther and does post processing I think? I added it anyway).

So I'm playing the scene, and the scene is played, and tries to start, but fails (when checking with If Scene.Start()). I have no idea why it's failing. Here are some pictures of the scene:

http://imgur.com/a/zzgnO

If anyone could help, it would be fantastic. I really want to fix this by tomorrow so I can get this done.

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Carolyne Bolt
 
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Post » Mon Jun 01, 2015 2:05 am

are you calling the quest or the dialogue topics through your script?

how does the quest start?

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A Dardzz
 
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Post » Sun May 31, 2015 7:40 pm

Quest is SGE.

I'm starting a scene with the dialogue in it. I have other dialogue topics in the quest, but not script called and just normal.

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Justin
 
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Post » Mon Jun 01, 2015 6:04 am

Fixed it, my conditions were set up wrong on my quest data. :facepalm: Sorry.

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Lil'.KiiDD
 
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